package fgame.controller.state
{
	import fgame.controller.Controller;
	import fgame.graphic.Graphic;
	import fgame.unit.Actor3D;
	
	import flare.core.Label3D;
	import flare.core.Pivot3D;
	import flare.system.Input3D;
	
	import ricky.utils.TimeServer;
	
	public class AttackState extends State
	{
		public function AttackState(controller:Controller=null)
		{
			super(controller);
		}
		
		override public function begin():void
		{
			super.begin();
			var frameSpeed:Number=controller.target.graphic.frameSpeed;
//			var piv:Label3D=controller.target.graphic.label[_animProperty];
//			var dtfs:Number=1000;
//			if(piv)
//			{
//				dtfs=(piv.to-piv.from)*frameSpeed*(100/6);
//			}
//			endTime=TimeServer.now()+dtfs;
		}
		
		override public function action(time:Number):void
		{
			super.action(time);
		}
		
		override public function end():void
		{
			var actor3d:Actor3D=controller.target;
			actor3d.playAnimAct("wait");
			endTime=-1;
		}

	}
}